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How to use fnis in mod organizer
How to use fnis in mod organizer












how to use fnis in mod organizer
  1. #How to use fnis in mod organizer install#
  2. #How to use fnis in mod organizer mods#

(Now after bringing this to attention he has agreed to change the functionality of that button to leave behnd the TEMPLATES, but this won't be in place until the new version of FNIS is released.) So, after running the "De-install creatures" function you MUST re-install the FNIS - Creature Pack. MO is unaware that the TEMPLATES inside it have been removed.

#How to use fnis in mod organizer install#

This means if you want to install another mod that also has creature animations FNIS will complain that Creature Pack is missing, despite the fact the mod is still installed. This will in fact remove these newly created animations from inside the MAIN FNIS mod but it also removes the *_TEMPLATES specific to each creature from inside the FNIS - Creature Pack, necessary for the functionality of these mods. The first thing you might consider is to run the "De-install creatures" function from inside the FNIS tool.

#How to use fnis in mod organizer mods#

What this means is the MAIN FNIS mod is now changed to contain animations specific to those mods and if those plugins necessary for those animations are not active, such as in another profile or if you remove those mods, you will have frozen or T-posed creatures in your game. This is completely different to PC & NPC animations where you can have the FNIS output from 'Overwrite' made into a profile specific mod that can be de/activated at will. Now when you add a mod that has creature animations, such as the ones in the initial situation, (considering the site they came from you can imagine what they contain :O_o: ) FNIS somehow handles these differently and the resultant *.hkx files are actually saved into the MAIN FNIS mod and are now active in EVERY profile that you have FNIS active. This is how everyday FNIS use is when we add mods that have animations that affect the actor or the player's character or NPCs.

how to use fnis in mod organizer

Normally when you run ANY tool in MO the files that exist already in the VFS are updated and any NEW files that are created are sent to 'Overwrite', where you can decide if they need to made into a mod or discarded.

how to use fnis in mod organizer

Whilst trying to track down an issue with another user from LL, (don't ask me what the mods are, you really don't want to know.) we noticed an odd behaviour regarding animations and how they are saved in MO after you run the FNIS tool.














How to use fnis in mod organizer